Dynamic difficulty adjustment (DDA) in computer games: A review

M Zohaib - Advances in Human‐Computer Interaction, 2018 - Wiley Online Library
Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game's
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …

Search-based procedural content generation: A taxonomy and survey

J Togelius, GN Yannakakis, KO Stanley… - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
The focus of this survey is on research in applying evolutionary and other metaheuristic
search algorithms to automatically generating content for games, both digital and nondigital …

The mario ai benchmark and competitions

S Karakovskiy, J Togelius - IEEE Transactions on …, 2012 - ieeexplore.ieee.org
This paper describes the Mario AI benchmark, a game-based benchmark for reinforcement
learning algorithms and game AI techniques developed by the authors. The benchmark is …

Experience-driven PCG via reinforcement learning: A Super Mario Bros study

T Shu, J Liu, GN Yannakakis - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
We introduce a procedural content generation (PCG) framework at the intersections of
experience-driven PCG and PCG via reinforcement learning, named ED (PCG) RL, EDRL in …

Tanagra: Reactive planning and constraint solving for mixed-initiative level design

G Smith, J Whitehead, M Mateas - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work
together to produce a level for a 2-D platformer. An underlying, reactive level generator …

Virtual reality racket sports: Virtual drills for exercise and training

H Liu, Z Wang, C Mousas, D Kao - 2020 IEEE International …, 2020 - ieeexplore.ieee.org
We have developed a modular virtual reality gaming application that can be used to
synthesize exercise drills for racket sports. By defining cost terms that are related to the …

Launchpad: A rhythm-based level generator for 2-d platformers

G Smith, J Whitehead, M Mateas… - … intelligence and AI …, 2010 - ieeexplore.ieee.org
Launchpad is an autonomous level generator that is based on a formal model of 2-D
platformer level design. Levels are built out of small segments called “rhythm groups,” which …

Deep learning-based goal recognition in open-ended digital games

W Min, E Ha, J Rowe, B Mott, J Lester - Proceedings of the AAAI …, 2014 - ojs.aaai.org
While many open-ended digital games feature non-linear storylines and multiple solution
paths, it is challenging for game developers to create effective game experiences in these …

An inclusive view of player modeling

AM Smith, C Lewis, K Hullet, G Smith… - Proceedings of the 6th …, 2011 - dl.acm.org
" Player modeling" is a loose concept. It can equally apply to everything from a predictive
model of player actions resulting from machine learning to a designer's description of a …

Goal recognition with Markov logic networks for player-adaptive games

E Ha, J Rowe, B Mott, J Lester - … of the AAAI Conference on Artificial …, 2011 - ojs.aaai.org
Goal recognition is the task of inferring users' goals from sequences of observed actions. By
enabling player-adaptive digital games to dynamically adjust their behavior in concert with …